scholarly journals PENINGKATAN HASIL BELAJAR SISWA DENGAN MENGGUNAAKAN MODEL PEMBELAJARAN PICTURE AND PICTURE PADA PEMBELAJARAN PPKn DALAM MATERI MAKNA PERSATUAN DAN KESATUAN DALAM KEBERAGAMAN SISWA KELAS TINGGI SDN PAHLAWAN

Author(s):  
Asep Deni Normansyah

The research used is Classroom Action Research which used consist of 2 cycles and through 4 stages. The purpose of this learning outcome is to know the improvement of student learning outcomes by using the model of Picture and Picture learning on learning PPKn in the material meaning of unity and unity in the diversity of high school students (IV) SDN Pahlawan Sub District Banjaran Bandung. After using the model of Picture and Picture learning in the learning of PPKn, the students' learning motivation is more improved, more active and more focused in learning. This research uses Picture and Picture method. The results of this study indicate that with learning Picture and Picture on PPKn subjects can improve student learning outcomes. Looking at the results of the pre-cycle evaluation with the average grade value of 67. In cycle 1 grade average grade 71.67, cycle 2 grade average value of 83.67 has a significant increase. Based on the results of the research, there is an increase in student learning outcomes by using Picture and Picture learning model on learning PPKn in the material meaning of unity and unity in the diversity of high school students (IV) SDN Pahlawan Banjaran District, Bandung Regency can improve student learning outcomes.

2020 ◽  
Vol 8 (3) ◽  
pp. 358-366
Author(s):  
Armi Nuridah ◽  
Partaya Partaya

The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The purpose of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method gained a score of 95.56%. Based on the description it can be concluded that the role playing method is effective on the creativity and learning outcomes of high school students and it can be concluded that the role playing method is effectively applied to learning the immune system because the results of the study already meet all the indicators that have been set.


Author(s):  
Sandri Irmawan

<p align="justify">The learning process is a part that plays an important role in the success of learning. The selection of the right method is one way for the learning process to work as expected. Peer tutoring method is one of the interactive learning methods involving students who are competent in the material taught so they can provide learning guidance to other students. This study aims to improve student learning outcomes in the realm of knowledge and skills through the application of peer tutoring methods. This research is a Classroom Action Research (CAR) conducted in 2 cycles with 4 stages, namely planning, implementation, observation and reflection. The subjects in this study were 34 vocational high school students. Data collection methods used include observation, tests, performance and interviews. Test the validity of the data using data triangulation. The research data was analyzed using a comparative descriptive percentage analysis technique. From the data obtained shows that the application of peer tutoring methods can improve student learning outcomes by 88.23% in the realm of knowledge and 91.17% in skills. From the results of the study it can be concluded that the application of peer tutoring methods can improve the learning outcomes of Vocational High School students.</p>


2019 ◽  
Vol 4 (2) ◽  
pp. 196-201
Author(s):  
Winmery Lasma Habeahan

Abstract. The purpose of this study was to determine whether using the TPS learning model by using LKS can improve student learning outcomes in the material system linear equation two variable in class X Senior High Public School 2 of Pematangsiantar. The type of research used is classroom action research with 2 cycles. Subjects of class X-IPA 7. On the implementation of the first cycle of action, the result of the analysis of tests of students at the moderate (≥ 65) category in a classical manner were still not achived because only 52.78% of students were completed, with a grade average 65.00. After the implementation of the second cycle of action, the learning outcomes of students in the medium minimum category (≥ 65) have been achived classically, namely 86.11% with an average value 73.75. The increase in students’ mathematics learning outcomes from cycle I to cycle II was 21.11%. Based on the result of the above research it can be concluded that the application of the TPS learning model using LKS can improve student learning outcomes.Keywords: Laerning Outcomes, Think Pair Square (TPS), LKS


Author(s):  
Mira Juwita Eva Distyasa ◽  
Elizabeth Titiek Winanti ◽  
I G P Asto Buditjahjanto ◽  
Tri Rijanto

The main problem in education today is the lack of effectiveness in the learning process. This can be seen from the average student learning outcomes which are always still low. Especially for vocational high school students who emphasize learning skills in order to produce work-ready graduates, but it is inversely proportional to the facts in the field. Low learning outcomes are indicated because the learning conditions are still conventional (lectures, practicum, and discussions) where teachers are still a source of learning (teacher centered). This study aims to determine the effect of the project based blended learning model on learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the variable model of project based blended learning and student learning outcomes, which means that student learning outcomes can be improved through the application of a project based blended learning model.


2021 ◽  
Author(s):  
Yogi Dwi Satrio ◽  
Cipto Wardoyo ◽  
Sheerad Sahid ◽  
Slamet Fauzan ◽  
Dudung Ma’ruf

Learning through interactive media gives additional value to the educational world because it enables learners to represent themselves. Game-based learning promotes learners’ creativity, critical thinking and cognitive skills related to technology use. Previous research discovered that game-based learning has a positive effect on learners. Therefore, in this research, an applied study was conducted on the use of the E-CrowdWar educational game with high school students. The purpose of this study was to determine the effectiveness of using games in learning to improve student learning outcomes. The study was conducted with 100 high school students in Blitar and 100 in Kediri. E-CrowdWar was used during the classroom activities along with in-class learning. An independent sample t-test was used to measure the effectiveness of game-based learning. The integration of games into online learning had a significantly positive effect on student learning outcomes. The pre-test results showed that the average student learning outcome score in both cities was the same, namely 65 points. After implementing game-based learning, student learning outcomes in Kediri increased to 90.74 points and in Blitar to 86.95 points. The study discovered that game-based learning through E-CrowdWar was effective in promoting the students’ academic outcomes, although there were differences in the mean score. Based on the results, game-based learning provides tremendous improvements in learning outcomes and so should be applied, especially in the economic field. Keywords: Gamification, Education, Learning Result


2021 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Desi Aryanti Hidayat ◽  
Artika Artika ◽  
Asep Ikin Sugandi

This research is a classroom action research. The problem formulated in this study is whether through a mathematical realistic approach can improve the results of junior high school students' results on set material? The aim is to examine increasing mastery of set concepts. This research was conducted on students of class VII-C SMP PGRI Arjasari 2019/2020 school year with a total of 36 students. The instrument used was a test of learning outcomes as a test of students' mastery of mathematical concepts, for initial tests (before action), cycle I tests and II (after giving the action), and observation sheet at the time of giving and implementing the action. The results of the analysis obtained based on written tests carried out there was an increase in the average learning outcomes In the second cycle, the first meeting average value of 70.1 with the highest value of 90 and the lowest value of 45. After carrying out the actions in the second cycle of the second meeting there was an increase in the results student learning. This is seen in the average value of 80.92 with the highest value of 100 and the lowest value of 50. The percentage of classical completeness increased from the first cycle of meeting 1 by 25% and meeting 2 by 38%. Furthermore, in the second cycle also increased, at the first meeting 69% to 86%. Means that had reached more than or equal to the specified KKM 70. At the end of the first cycle student learning outcomes seen that at the end of the first cycle the percentage of learning completeness was 38% and does not meet the classical learning completeness criteria that have been determined, then the research is continued to the second cycle. After the implementation of the second cycle, shows that at the end of the second cycle learning achievement reached 86% with the number of students who completed as many as 31 students, meaning completeness based on the number of students when that is 36 people, because there are 5 people who haven't finished.


2019 ◽  
Vol 4 (3) ◽  
pp. 14-16
Author(s):  
Emma Rumahlewang ◽  
Lambertus J. Lokollo ◽  
Beatrix J.M. Salenussa

This study aims to determine the effect of learning motivation and study habits on the learning outcomes of high school students in Ambon City. Survey research was conducted at SMA Ambon samples included 200 students drawn at random(randomsampling).Testing the research hypothesis using multiple regression analysis with SPSS. The results of this study conclude that: (1) there is a significant effect of learning motivation on student learning outcomes, (2) there is a significant effect of learning habits on student learning outcomes, and (3) there is a joint effect of learning motivation and learning habits on learning outcomes students. Based on the results of this study, it was recommended that improving student learning outcomes required increased learning motivation and study habits.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Demitrius Jonathan

Abstract.This research was discussing the importance of improving the quality of the process and learning outcomes through various optimal learning models, while the teacher holds a very important role in involving students who take learning. The purpose of this study was to improve the learning outcomes of Zion High School students through the jigsaw cooperative learning model in biology subjects for the academic year 2017/2018. This research is a Classroom Action research, which discusses student factors, teacher factors and student learning outcomes. The location of this study was in Zion Makassar High School, 30th grade science as many as 30 students in the even semester of the academic year 2017/2018. Implementation of the action consists of 3 (three) cycles followed by Observation and Reflection activities. Cooperative learning type jigsaw can improve student learning outcomes. Cooperative learning type jigsaw learning is very positive, and student learning outcomes increase each cycle.Keywords: biology learning outcomes, type jigsaw cooperative learning.


2019 ◽  
Vol 4 (4) ◽  
pp. 1
Author(s):  
HM SOSIAWAN

This study aims to determine the extent to which the activities and results of mathematics learning in junior high school students of Class VII.6. The type of research is classroom action research. This research was conducted at Praya 1 Public Middle School with 32 students consisting of 16 male students and 16 female students. This study uses a quantitative approach. Analysis of the data used in this study in the form of student activity observation sheets, and student learning outcomes test data. From the results of the study showed an increase in the average activity and student learning outcomes, namely in the first cycle the average value of student activities 11.35 was active, while the average value of student learning outcomes was 67.5 and the percentage of completeness was 81%. In the second cycle the average value of student learning activities 18.2 is categorized as very active, while the average value of student learning outcomes is 70 and the percentage of completeness is 87.5%


2021 ◽  
Vol 7 (1) ◽  
pp. 25-34
Author(s):  
Rori Khoirudin ◽  
A. Ashadi ◽  
Mohammad Masykuri

Due to the COVID-19 pandemic, learning activities have encountered obstacles. One of the impacts was the low learning outcomes achieved by students. The purpose of this study was to improve the learning outcomes of junior high school students during the physical distancing period by implementing problem-based learning through Smart Apps Creator 3. This Classroom Action Research (CAR) used Smart Apps Creator 3 as the platform during learning activities of junior high school students. The research subjects were junior high school students (VIII graders of SMP Negeri 8 Surakarta) with a total number of students was 32 which consisted of 16 males and 16 females. The results showed that the application of Smart Apps Creator 3 has improved students’ learning outcomes. It has been proven that the average test score increased from 73.43 (pre-cycle) to 85.56 (cycle II). Moreover, the N gain score obtained was 0.45 (categorized as sufficient). In addition, the percentages of classical learning completeness were 59.37% (pre-cycle) and 93.75% (cycle II). Thus, the Smart Apps Creator 3 can improve student learning outcomes.


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